3D Unity Game made in 48 hours!

Energy Island Conquest 3D, is a reworked version of a flash game I made for a previous Ludum Dare competition.

You can find it here http://arowx.com/ld/mini28/

But you might want to check out the instructions first…

You have to regain control of the Energy Hubs (Red Spheres) on the islands to …

WASD to control the Submarine or Marine(Clone)

E Key or MMB toggles between Marine and Submarine

Submarine
LMB Launch Marine or Missile
Q Key or RMB Toggles Marine/Missile

Marine Controls
Space to use ‘Jumpack’
LMB to fire weapon

Have Fun!

The controls were to sensitive for my liking! :smile:

Sorry about that I have been drinking a fair amount of coffee so it didn’t seem as fast, or maybe the in IDE version was a bit slower!

Not bad for such short time, but I suggest polishing it cause the controls are horrible imo.

Updated with slight improvement to controls see first post for details.

http://arowx.com/ld/mini28/

Is that any better for control?

It would be nice if we could aim upwards.

I know I need mouse driven 3rd person fps style character control, but with physics as well! So it’s on the todo list!

Remeber to use the JetPack [Space Key] added especially to get around this control issue!

i really don’t know what to say. i just fired out what supposed was meant to be a marine, which is ejected into the air, then using the spacebar i flew him around the map (yes i said flew), i shot at enemy red squares and giant T’s and touched all the spheres with my one flying marine. it was pretty simple, but weird.

Note to self must add Jetpack smoke and limit Jetpack Fuel ;o)

Hey, I won, and it was pretty fun! :smile: I like the new sensitivity, and just wanted to let you know that when some GUI elements go underneath the water they disappear.

Also, could you post you jet pack code? I can never get one to work. Thanks!

@Rush-Rage-Game Glad you had fun! I think the way to fix that is to have a seperate GUI camera.

Do you mean the actual current code for the Jetpack…

Note that the jumpThrust should be a value multiplied by the deltaTime to ensure the same force is applied regarless of framerate!

Or when I get it to show a rocket trail and energy usage?

That fine, thanks!

By the way, your website is awesome!

Cheers. Working on upgrading the game today, controls mehes ect.

Making progress slowly!

New HUD still a work in progress the current plan is here

And you can play test the work in progress version on Kongregate